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Messages - Goombert

Proposals / Re: New Theme for LGM?
« on: October 20, 2014, 02:22:25 AM »
Hello Mongolion, I have just added look and feel support to the new LGM.

You seem to be on a really outdated version though. Have you had problems upgrading to the newer releases of LGM?

Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 20, 2014, 02:10:00 AM »
You're welcome, and yeah that one does work pretty well.

The first level seemed a little glitchy to me though, it wasn't animating properly and was running on the outside of the circle. But once I restarted it was fine and so was every other level, so I am guessing that was a wild fluke.

Proposals / Re: remove the "hidden" login feature
« on: October 18, 2014, 09:52:30 PM »
What's wrong TKG, what's bothering you?

Announcements / Re: Java 8 Stable
« on: October 18, 2014, 09:50:57 PM »
HitCoder, I am going to need to see an error report. If it just opens and closes immediately, copy enigma-dev/output_log.txt to and let me see it. Additionally try it with the latest LateralGM, everything is working fine here, make sure you also have a 32bit Java installation, 64bit Java currently has issues. If you want both then install both 32bit and 64bit Java in parallel and modify settings.ini to launch ENIGMA with the 32 bit JVM.

Announcements / Java 8 Stable
« on: October 17, 2014, 10:49:34 AM »

That's right, Java 8 has finally entered the stable release channel at Java8u25

I have to encourage everyone to update as soon as you possibly can. The new version of Java integrates JavaFX into the standard Java library providing CSS support, 3D graphics, MP3 audio playback and a ton of other features that we want to be able to use in LGM like SVG graphics with the widespread adoption of the new Java. Project Nashorn is also new which is a JavaScript parsing engine, allowing essentially LGM to provide JavaScript extensions like Unity3D.

It also seems likely that this will be one of the most quickly adopted Java versions ever.

Off-Topic / Re: PM is broken again :D
« on: October 16, 2014, 10:28:32 PM »
When this happens you just need someone to send you a PM, happened to me before and I just had to wait for somebody to PM me. I PM'd you so that should fix it.

Issues Help Desk / Re: bug report
« on: October 15, 2014, 09:33:08 PM »
The unconditional save dialog has been fixed in the newest release.

General ENIGMA / Re: Who fixed arrays?
« on: October 15, 2014, 09:30:07 PM »
Hahahah, that's amazing sorlok! You're my hero!  (Y)

General ENIGMA / Re: What happened to "wxEnigma"?
« on: October 15, 2014, 09:27:49 PM »
The project was cancelled because I hate the wxWidgets library, Qt Framework is more complete and supports themes much better. So RadialGM is the only for a future native IDE.

The MDI area can switch between windows and tabs.

Proposals / Re: SWF file support?
« on: October 13, 2014, 10:24:28 PM »
No as Harri said, Flash is not an open standard, HTML5 is here and Flash is dead. We would much rather support the SVG format which is much more widely supported.

Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 13, 2014, 10:20:59 PM »
I don't know if I did or not, I am just being objective. Look at the code to load a texture in Direct3D11 and then realize why ENIGMA does not have a Direct3D11 backend.

Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 13, 2014, 10:13:57 PM »
You're all partially correct in my opinion as someone who has written code for all of the graphics API's and their various versions.

Direct3D9 is honestly the best of the Direct3D versions, and is far superior to the GL1 and GL2 specs. Direct3D has software vertex processing and the ability to emulate shader model on cards that do not support new features, which has always been a huge positive for developers, in OpenGL it's really not feasible to do without duplicating tons of code. GL3 starts going in a new direction and provides more options, you can have both sampler objects and per-texture sampling information, the choice is yours. Direct3D10 also started going in the lower level direction, but in the wrong way, DX10/11 require a substantial amount of code to get a basic rendering context. This is obviously expected, but the code for Direct3D10/11 is so much more verbose than it is with OpenGL3/4.

Quote from: DaSpirit
OpenGL "Next Generation" is in the works as well. They're planning on deprecating all old OpenGL versions and starting anew in favor of an API more like Mantle.

I think it's overhyped.
They aleady finished, it's called GLES.

Quote from: Darkstar2
As to DX12/OGL, I'm not 100% familiar with all the technical aspects, but can you do everything DX12 can, in OGL or are there feature specific things only supported in DX ?
DirectX12 will really not offer anything that the other API's do not. Direct3D9 used to have image loading and could read various formats for you without extensions, but it's going lower level now so it doesn't have anything super special to it anymore. There are really only a few things that Direct3D10/11 have that will soon be superseded by the other API's, software emulation (which will be obsolete and no longer needed) and the illusion of threading (which Mantle has already addressed)

Tips, Tutorials, Examples / Re: One Script Pong
« on: October 13, 2014, 10:07:12 PM »
Basically the script wants to initialize local vars the first time it runs, this obviously doesn't work in ENIGMA yet. Second, he tests whether the initialization was already run by use of a variable_local_get call, which obviously neither ENIGMA or Studio support.

Off-Topic / Re: We will be discontinuing YYC Compiler!
« on: October 12, 2014, 02:27:52 AM »
If I remember correctly I could have swore someone helped Overmars, like one of his colleagues or something along those lines, with the Direct3D support and a few other features of the original GM.

The Game Maker's apprentice too has other authors.

Developing ENIGMA / Re: LateralGM
« on: October 11, 2014, 08:46:44 AM »
No, that's Josh, I am totally more like:

You know I fixed a Win32 bug this way, no joke.